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Old 12-28-2014, 04:19 PM   #1
Disliker of the mary sue
 
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Default How Far is too Far with Cursed?

It kind of a train of thought I been having for awhile while thinking of the Disadvantage Cursed. The basic premise is if anyone is stupid enough to take this disadvantage you make their in character lives as miserable as possible. However I been thinking on how that would work in practice in a group game.

Here my logic, in other works of media you do kind of have the Butt-monkey who gets treated like **** by the universe and everything in it. Charecters like Squidward or Charlie Brown who get all the bad luck and has people in real life pity them. I keep thinking in game if you abuse this player too much your are going to really make the rest of the group kind of mad at you. I suppose I should mentioned the player himself but well I thinking anyone stupid enough to take a disadvantage like that to begin with deserve no pity from a dm.

Hm does anyone have experience dming someone with that disadvantage in a long term campaign? How exactly do you handle it? In general how far should you go with this disadvantage?
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Old 12-28-2014, 04:26 PM   #2
Nereidalbel
 
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Default Re: How Far is too Far with Cursed?

I've taken it before. The GM and I pretty much agreed that combat is the luck of the die, and the pc was Murphy's Law incarnate outside of battle.
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Old 12-28-2014, 05:22 PM   #3
Toptomcat
 
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Default Re: How Far is too Far with Cursed?

One possible answer is 'far enough to kill them faster than the -75 point version of Terminally Ill.' Cursed being -75 points, it seems inappropriate for it to kill you faster than the -75 pt disadvantage that's all about killing you within a year, but not within a month.

Other things that should be about as annoying and character-defining as Cursed: being a Blind Total Amnesiac, having eight-hour jags of the worst Chronic Pain imaginable happen nineteen days out of every twenty, being #1 on the entire U.S. Government's Most Wanted list, being Quadriplegic.
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Old 12-28-2014, 08:47 PM   #4
Bramble Thorn
 
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Default Re: How Far is too Far with Cursed?

I think a fair way to handle Cursed is reverse Serendipity. Five levels of it. So where Serendipity gets you a lucky break once per game session, Cursed gets you a conga line of unlucky ones. All narrated outside the dice system.

I like the Squidward and Charlie Brown examples for levels of misery. Where you can get schadenfreude, but not really viscous if each setback was considered individually.

To help the game along, I would let all the players (even the cursed characters player) suggest ways the curse might manifest during the session. And if the suggestions are good ones, xp can be earned for the best one in a session for contributing to the enjoyment of the group.
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Old 12-29-2014, 01:52 AM   #5
wellspring
 
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Default Re: How Far is too Far with Cursed?

Quote:
Originally Posted by Toptomcat View Post
One possible answer is 'far enough to kill them faster than the -75 point version of Terminally Ill.' Cursed being -75 points, it seems inappropriate for it to kill you faster than the -75 pt disadvantage that's all about killing you within a year, but not within a month.

Other things that should be about as annoying and character-defining as Cursed: being a Blind Total Amnesiac, having eight-hour jags of the worst Chronic Pain imaginable happen nineteen days out of every twenty, being #1 on the entire U.S. Government's Most Wanted list, being Quadriplegic.
To me that's the idea (Xplo puts it nicely)-- you "punish" the character in proportion to the points they're getting for it. At 75 points, we're not talking about lovable losers or slapstick pratfalls. We're talking about Oedipus, Turin Turambar, the last five minutes of Requiem for a Dream, that kind of thing. It's also not coincidentally the same value as the disadvantage cap in most campaigns-- that is, the only disadvantage they will take.

Just as there are advantages that represent a compact between the GM and the player (Signature Gear = plot protection for example), this needs to be an advance negotiation because it doesn't so much derail a campaign as it does define a campaign.

Somebody compared it to Terminally Ill (and like RPK I disallow that trait). For slow-burn versions where they get to enjoy themselves a bit before everything turns to ashes on them, you have to be careful that they don't buy off the trait before they "pay" for it in-game. Or, probably, at all. I'd get buying a limitation on it, but everything needs to be immutably laid out in advance between player and GM so they both know what they're getting into.
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Old 12-28-2014, 04:26 PM   #6
Keiko
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Default Re: How Far is too Far with Cursed?

Why is taking it stupid if it fits your character concept?
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Old 12-28-2014, 04:30 PM   #7
Nereidalbel
 
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Default Re: How Far is too Far with Cursed?

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Why is taking it stupid if it fits your character concept?
Because unlike Unluckiness, there's no limit on how often the GM can screw you over.
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Old 12-28-2014, 04:43 PM   #8
Keiko
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Default Re: How Far is too Far with Cursed?

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Because unlike Unluckiness, there's no limit on how often the GM can screw you over.
Again, why is that stupid if it fits your concept?
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Old 12-28-2014, 04:35 PM   #9
Disliker of the mary sue
 
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Default Re: How Far is too Far with Cursed?

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Why is taking it stupid if it fits your character concept?
Is their really anyone who tries to take it other then Munchkins?
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Old 12-28-2014, 04:44 PM   #10
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Is their really anyone who tries to take it other then Munchkins?
I can see concepts that would use it and giving the GM blanket permission to screw you over seem like the opposite of Munchkin.
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